Issue #123: Amarantha Must Live!


Dungeon Magazine General Discussion


I just finished reading Issue 123's "Amarantha Agenda" and I'm left with totally mixed feelings. On the one hand, I think Amarantha is one of the coolest most unique adversaries I've seen written in the pages of Dungeon in a long time. On the other hand, she's really only been allowed a "One Scene" show.

I was dismayed that such an interesting character with such a tragic background was set up as a one shot monster battle with minimal dialogue.

I've been trying to imagine ways to expand the story and expand Amarantha's role. The obvious seems to use the adventure as an intro to her character and set her up as an ongoing nemesis. I've even thought of the PC's joining Amarantha's cause in an effort to end her curse and enable her triumphant return to the wood as new and potent guardian of the forest (to drag in another thread - the Ironmaw could be transformed into an awakened Oak or something like that).

I'd be interested to know if anybody else liked this NPC as much as I did and what you've done to keep Amarantha "in the game".


I feel kind of the same way as you do. Since there were 4 adventures in this issue, I'll bet the original concept was pared down for space. It's worth it have the Quicksilver Hourglass.

For the adventure, I was thinking about creating a Celetial Plant creature to counterpoint Ironmaw, and then use the Dryad as a fulcrum between the good and evil aspects of nature. In a sense, she would be temporarily bonded to both creatures, until one is destroyed. The PCs goal would switch from automatically destroying the corruption, to forging a path of redemption.

Maybe the Dryad could be instrumental in fulfilling some dark end by the powers of the Lower Planes, and the Upper ones responded in kind - that's the motivation for both powers to start a bonding process.

In either case, there are plenty of plants, fey, elementals, and outsiders to serve as Ironmaw's minions.

The adventure arc would involve:

1. Ironmaw's attack on the Celestial plant. The PCs have to defend it, and learn of the greater threat.

2. PCs have to capture the Dryad, and keep her in a nature-designed prison where she can be purged.

3. The PCs have to go after Ironmaw and his remaining minions, and end his threat.

In conclusion: Aramathea can live, and she can be bonded to the Celestial plant. as a further complication, maybe this is ALSO a bad thing, as nature cannot be good or evil. Maybe the PCs have to find a ture Nature substute, taking them to the Beastlands or something...

Eh, just some ideas...


Thanks for your kind words regarding Amarantha and the ideas about how to keep her alive and kicking.

Originally she was a half-fiend dryad sorcerer who willingly bonded with the ironmaw and spearheaded Turlath's corrupted plant army. This idea was tweaked for publication and as a result she became more of a tragic figure than was originally intended.


Phil. L wrote:

Thanks for your kind words regarding Amarantha and the ideas about how to keep her alive and kicking.

Originally she was a half-fiend dryad sorcerer who willingly bonded with the ironmaw and spearheaded Turlath's corrupted plant army. This idea was tweaked for publication and as a result she became more of a tragic figure than was originally intended.

She's a great character dude, as is Ironmaw. In your original idea, do the PCs take on Turlath near the end?

If you have stats, description, and a longer background, I'd like to see them. I'm interested to know why a Wizard focuses his arcane attention on corrupting plants and using them in an army. It's a neat combination, and it's be cool to understand his motivations and background with plants in general.

Anyway, nice work man. It's a good story.

- Chris

Sovereign Court

As a twist, you could have Turlath a militant druid instead of a wizard which explains the need for a plant army. The fact he was willing to pervert nature to save it shows a certain mental instability but then remember such madmen like Belak the outcast from the Sunless Citadel adventure and Kazok from forest of blood (Dungeon #103). Ah irony.
Speaking about forest of blood, i might make Amarantha taking the place of Coriander as the bitter though redeemable dryad who was corrupted by Kazok(which in turn explains why she is so ticked in the first place) for my forgotten realms campaign set in the Silver Marches.


Unfortunately I never got around to writing advanced stats for her. My idea for Turlath was a multiclass wizard/druid with a bit of fiendish blood in his veins who hated all mammalian lifeforms (his disgust for his own heritage was manifested in his desire to destroy elves and other humanoids). He created the needlefolk race to destroy the elves and was responsible for breeding all sorts of bizarre plants. In the end I never ran with this in my own campaign. It was more of a cool idea I wanted to share with other DMs, so they could take it and run with it themselves.


Phil. L wrote:
Unfortunately I never got around to writing advanced stats for her. My idea for Turlath was a multiclass wizard/druid with a bit of fiendish blood in his veins who hated all mammalian lifeforms (his disgust for his own heritage was manifested in his desire to destroy elves and other humanoids). He created the needlefolk race to destroy the elves and was responsible for breeding all sorts of bizarre plants. In the end I never ran with this in my own campaign. It was more of a cool idea I wanted to share with other DMs, so they could take it and run with it themselves.

Phil - you caught the attention of this DM! Cool character ideas.

They remind me a lot of a PC game called "Thief". In the first release the main adversaries were "Victoria" and "Constantine" who turn out to be disgruntled Nature Spirits with a hate on for the civilized world. Victoria was a plant creature much like a dryad. I couldn't help making the comparison because I've always wanted to find a story hook for Victoria and Constantine in a D&D game. Amaratha and Turlath come pretty close.

I still haven't been able to nail down a plot line that totally pleases me. I've been working with the "redemption of Amaratha" angle but after hearing your original ideas I might toy with the idea of resurrecting Turlath and using both characters in some crazy scheme. Something worthy of a supervillan like propagating a stange plant whose pollen turns humanoids into needlefolk. As the plant spreads through the forest towards the elves the PCs have to travel to the Beastlands in search of the antidote. Even if they succeed thier enemy is still around. What will they try next?!?!

Anyway, thanks for the inspiration!

Cheers.


Thanks Cerunos. I'm glad to have inspired at least one person. Hopefully you will like my next few adventures. I've got at least one more coming out later this year (apparently)!

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